raze/source/common/rendering/polyrenderer/drawers/screen_scanline_setup.cpp
2021-03-07 13:21:15 +01:00

590 lines
20 KiB
C++

/*
** Polygon Doom software renderer
** Copyright (c) 2016 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
*/
#include <stddef.h>
#include "templates.h"
#include "poly_thread.h"
#include "screen_scanline_setup.h"
#include <cmath>
#ifndef NO_SSE
#include <immintrin.h>
#endif
#ifdef NO_SSE
void WriteW(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread)
{
float startX = x0 + (0.5f - args->v1->x);
float startY = y + (0.5f - args->v1->y);
float posW = args->v1->w + args->gradientX.W * startX + args->gradientY.W * startY;
float stepW = args->gradientX.W;
float* w = thread->scanline.W;
for (int x = x0; x < x1; x++)
{
w[x] = 1.0f / posW;
posW += stepW;
}
}
#else
void WriteW(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread)
{
float startX = x0 + (0.5f - args->v1->x);
float startY = y + (0.5f - args->v1->y);
float posW = args->v1->w + args->gradientX.W * startX + args->gradientY.W * startY;
float stepW = args->gradientX.W;
float* w = thread->scanline.W;
int ssecount = ((x1 - x0) & ~3);
int sseend = x0 + ssecount;
__m128 mstepW = _mm_set1_ps(stepW * 4.0f);
__m128 mposW = _mm_setr_ps(posW, posW + stepW, posW + stepW + stepW, posW + stepW + stepW + stepW);
for (int x = x0; x < sseend; x += 4)
{
// One Newton-Raphson iteration for 1/posW
__m128 res = _mm_rcp_ps(mposW);
__m128 muls = _mm_mul_ps(mposW, _mm_mul_ps(res, res));
_mm_storeu_ps(w + x, _mm_sub_ps(_mm_add_ps(res, res), muls));
mposW = _mm_add_ps(mposW, mstepW);
}
mstepW = _mm_set_ss(stepW);
for (int x = sseend; x < x1; x++)
{
__m128 res = _mm_rcp_ss(mposW);
__m128 muls = _mm_mul_ss(mposW, _mm_mul_ss(res, res));
_mm_store_ss(w + x, _mm_sub_ss(_mm_add_ss(res, res), muls));
mposW = _mm_add_ss(mposW, mstepW);
}
}
#endif
static void WriteDynLightArray(int x0, int x1, PolyTriangleThreadData* thread)
{
int num_lights = thread->numPolyLights;
PolyLight* lights = thread->polyLights;
float worldnormalX = thread->mainVertexShader.vWorldNormal.X;
float worldnormalY = thread->mainVertexShader.vWorldNormal.Y;
float worldnormalZ = thread->mainVertexShader.vWorldNormal.Z;
uint32_t* lightarray = thread->scanline.lightarray;
float* worldposX = thread->scanline.WorldX;
float* worldposY = thread->scanline.WorldY;
float* worldposZ = thread->scanline.WorldZ;
int sseend = x0;
#ifndef NO_SSE
int ssecount = ((x1 - x0) & ~3);
sseend = x0 + ssecount;
__m128 mworldnormalX = _mm_set1_ps(worldnormalX);
__m128 mworldnormalY = _mm_set1_ps(worldnormalY);
__m128 mworldnormalZ = _mm_set1_ps(worldnormalZ);
for (int x = x0; x < sseend; x += 4)
{
__m128i lit = _mm_loadu_si128((__m128i*)&lightarray[x]);
__m128i litlo = _mm_unpacklo_epi8(lit, _mm_setzero_si128());
__m128i lithi = _mm_unpackhi_epi8(lit, _mm_setzero_si128());
for (int i = 0; i < num_lights; i++)
{
__m128 lightposX = _mm_set1_ps(lights[i].x);
__m128 lightposY = _mm_set1_ps(lights[i].y);
__m128 lightposZ = _mm_set1_ps(lights[i].z);
__m128 light_radius = _mm_set1_ps(lights[i].radius);
__m128i light_color = _mm_shuffle_epi32(_mm_unpacklo_epi8(_mm_cvtsi32_si128(lights[i].color), _mm_setzero_si128()), _MM_SHUFFLE(1, 0, 1, 0));
__m128 is_attenuated = _mm_cmplt_ps(light_radius, _mm_setzero_ps());
light_radius = _mm_andnot_ps(_mm_set1_ps(-0.0f), light_radius); // clear sign bit
// L = light-pos
// dist = sqrt(dot(L, L))
// distance_attenuation = 1 - MIN(dist * (1/radius), 1)
__m128 Lx = _mm_sub_ps(lightposX, _mm_loadu_ps(&worldposX[x]));
__m128 Ly = _mm_sub_ps(lightposY, _mm_loadu_ps(&worldposY[x]));
__m128 Lz = _mm_sub_ps(lightposZ, _mm_loadu_ps(&worldposZ[x]));
__m128 dist2 = _mm_add_ps(_mm_mul_ps(Lx, Lx), _mm_add_ps(_mm_mul_ps(Ly, Ly), _mm_mul_ps(Lz, Lz)));
__m128 rcp_dist = _mm_rsqrt_ps(dist2);
__m128 dist = _mm_mul_ps(dist2, rcp_dist);
__m128 distance_attenuation = _mm_sub_ps(_mm_set1_ps(256.0f), _mm_min_ps(_mm_mul_ps(dist, light_radius), _mm_set1_ps(256.0f)));
// The simple light type
__m128 simple_attenuation = distance_attenuation;
// The point light type
// diffuse = max(dot(N,normalize(L)),0) * attenuation
Lx = _mm_mul_ps(Lx, rcp_dist);
Ly = _mm_mul_ps(Ly, rcp_dist);
Lz = _mm_mul_ps(Lz, rcp_dist);
__m128 dotNL = _mm_add_ps(_mm_add_ps(_mm_mul_ps(mworldnormalX, Lx), _mm_mul_ps(mworldnormalY, Ly)), _mm_mul_ps(mworldnormalZ, Lz));
__m128 point_attenuation = _mm_mul_ps(_mm_max_ps(dotNL, _mm_setzero_ps()), distance_attenuation);
__m128i attenuation = _mm_cvtps_epi32(_mm_or_ps(_mm_and_ps(is_attenuated, point_attenuation), _mm_andnot_ps(is_attenuated, simple_attenuation)));
attenuation = _mm_shufflehi_epi16(_mm_shufflelo_epi16(attenuation, _MM_SHUFFLE(2, 2, 0, 0)), _MM_SHUFFLE(2, 2, 0, 0));
__m128i attenlo = _mm_shuffle_epi32(attenuation, _MM_SHUFFLE(1, 1, 0, 0));
__m128i attenhi = _mm_shuffle_epi32(attenuation, _MM_SHUFFLE(3, 3, 2, 2));
litlo = _mm_add_epi16(litlo, _mm_srli_epi16(_mm_mullo_epi16(light_color, attenlo), 8));
lithi = _mm_add_epi16(lithi, _mm_srli_epi16(_mm_mullo_epi16(light_color, attenhi), 8));
}
_mm_storeu_si128((__m128i*)&lightarray[x], _mm_packus_epi16(litlo, lithi));
}
#endif
for (int x = sseend; x < x1; x++)
{
uint32_t lit_a = APART(lightarray[x]);
uint32_t lit_r = RPART(lightarray[x]);
uint32_t lit_g = GPART(lightarray[x]);
uint32_t lit_b = BPART(lightarray[x]);
for (int i = 0; i < num_lights; i++)
{
float lightposX = lights[i].x;
float lightposY = lights[i].y;
float lightposZ = lights[i].z;
float light_radius = lights[i].radius;
uint32_t light_color = lights[i].color;
bool is_attenuated = light_radius < 0.0f;
if (is_attenuated)
light_radius = -light_radius;
// L = light-pos
// dist = sqrt(dot(L, L))
// distance_attenuation = 1 - MIN(dist * (1/radius), 1)
float Lx = lightposX - worldposX[x];
float Ly = lightposY - worldposY[x];
float Lz = lightposZ - worldposZ[x];
float dist2 = Lx * Lx + Ly * Ly + Lz * Lz;
#ifdef NO_SSE
//float rcp_dist = 1.0f / sqrt(dist2);
float rcp_dist = 1.0f / (dist2 * 0.01f);
#else
float rcp_dist = _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(dist2)));
#endif
float dist = dist2 * rcp_dist;
float distance_attenuation = 256.0f - MIN(dist * light_radius, 256.0f);
// The simple light type
float simple_attenuation = distance_attenuation;
// The point light type
// diffuse = max(dot(N,normalize(L)),0) * attenuation
Lx *= rcp_dist;
Ly *= rcp_dist;
Lz *= rcp_dist;
float dotNL = worldnormalX * Lx + worldnormalY * Ly + worldnormalZ * Lz;
float point_attenuation = MAX(dotNL, 0.0f) * distance_attenuation;
uint32_t attenuation = (uint32_t)(is_attenuated ? (int32_t)point_attenuation : (int32_t)simple_attenuation);
lit_r += (RPART(light_color) * attenuation) >> 8;
lit_g += (GPART(light_color) * attenuation) >> 8;
lit_b += (BPART(light_color) * attenuation) >> 8;
}
lit_r = MIN<uint32_t>(lit_r, 255);
lit_g = MIN<uint32_t>(lit_g, 255);
lit_b = MIN<uint32_t>(lit_b, 255);
lightarray[x] = MAKEARGB(lit_a, lit_r, lit_g, lit_b);
// Palette version:
// dynlights[x] = RGB256k.All[((lit_r >> 2) << 12) | ((lit_g >> 2) << 6) | (lit_b >> 2)];
}
}
static void WriteLightArray(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread)
{
auto constants = thread->PushConstants;
auto vColorR = thread->scanline.vColorR;
auto vColorG = thread->scanline.vColorG;
auto vColorB = thread->scanline.vColorB;
auto vColorA = thread->scanline.vColorA;
if (thread->PushConstants->uLightLevel >= 0.0f)
{
float startX = x0 + (0.5f - args->v1->x);
float startY = y + (0.5f - args->v1->y);
float posW = args->v1->w + args->gradientX.W * startX + args->gradientY.W * startY;
float stepW = args->gradientX.W;
float globVis = thread->mainVertexShader.Viewpoint->mGlobVis;
uint32_t light = (int)(constants->uLightLevel * 255.0f);
fixed_t shade = (fixed_t)((2.0f - (light + 12.0f) / 128.0f) * (float)FRACUNIT);
fixed_t lightpos = (fixed_t)(globVis * posW * (float)FRACUNIT);
fixed_t lightstep = (fixed_t)(globVis * stepW * (float)FRACUNIT);
fixed_t maxvis = 24 * FRACUNIT / 32;
fixed_t maxlight = 31 * FRACUNIT / 32;
fixed_t lightend = lightpos + lightstep * (x1 - x0);
if (lightpos < maxvis && shade >= lightpos && shade - lightpos <= maxlight &&
lightend < maxvis && shade >= lightend && shade - lightend <= maxlight)
{
lightpos += FRACUNIT - shade;
uint32_t* lightarray = thread->scanline.lightarray;
for (int x = x0; x < x1; x++)
{
uint32_t l = MIN(lightpos >> 8, 256);
uint32_t r = vColorR[x];
uint32_t g = vColorG[x];
uint32_t b = vColorB[x];
uint32_t a = vColorA[x];
// [GEC] DynLightColor On Sprite
r = (r * l) >> 8;
g = (g * l) >> 8;
b = (b * l) >> 8;
if (constants->uLightIndex == -1)
{
r += (uint32_t)(constants->uDynLightColor.X * 255.0f);
g += (uint32_t)(constants->uDynLightColor.Y * 255.0f);
b += (uint32_t)(constants->uDynLightColor.Z * 255.0f);
r = MIN<uint32_t>(r, 255);
g = MIN<uint32_t>(g, 255);
b = MIN<uint32_t>(b, 255);
}
lightarray[x] = MAKEARGB(a, r, g, b);
lightpos += lightstep;
}
}
else
{
uint32_t* lightarray = thread->scanline.lightarray;
for (int x = x0; x < x1; x++)
{
uint32_t l = MIN((FRACUNIT - clamp<fixed_t>(shade - MIN(maxvis, lightpos), 0, maxlight)) >> 8, 256);
uint32_t r = vColorR[x];
uint32_t g = vColorG[x];
uint32_t b = vColorB[x];
uint32_t a = vColorA[x];
// [GEC] DynLightColor On Sprite
r = (r * l) >> 8;
g = (g * l) >> 8;
b = (b * l) >> 8;
if (constants->uLightIndex == -1)
{
r += (uint32_t)(constants->uDynLightColor.X * 255.0f);
g += (uint32_t)(constants->uDynLightColor.Y * 255.0f);
b += (uint32_t)(constants->uDynLightColor.Z * 255.0f);
r = MIN<uint32_t>(r, 255);
g = MIN<uint32_t>(g, 255);
b = MIN<uint32_t>(b, 255);
}
lightarray[x] = MAKEARGB(a, r, g, b);
lightpos += lightstep;
}
}
}
else if (constants->uFogEnabled > 0)
{
float uLightDist = constants->uLightDist;
float uLightFactor = constants->uLightFactor;
float* w = thread->scanline.W;
uint32_t* lightarray = thread->scanline.lightarray;
for (int x = x0; x < x1; x++)
{
uint32_t a = thread->scanline.vColorA[x];
uint32_t r = thread->scanline.vColorR[x];
uint32_t g = thread->scanline.vColorG[x];
uint32_t b = thread->scanline.vColorB[x];
float fogdist = MAX(16.0f, w[x]);
float fogfactor = std::exp2(constants->uFogDensity * fogdist);
// brightening around the player for light mode 2:
if (fogdist < uLightDist)
{
uint32_t l = (int)((uLightFactor - (fogdist / uLightDist) * (uLightFactor - 1.0)) * 256.0f);
r = (r * l) >> 8;
g = (g * l) >> 8;
b = (b * l) >> 8;
}
// apply light diminishing through fog equation: mix(vec3(0.0, 0.0, 0.0), lightshade.rgb, fogfactor)
uint32_t t = (int)(fogfactor * 256.0f);
r = (r * t) >> 8;
g = (g * t) >> 8;
b = (b * t) >> 8;
lightarray[x] = MAKEARGB(a, r, g, b);
}
}
else
{
uint32_t* lightarray = thread->scanline.lightarray;
for (int x = x0; x < x1; x++)
{
uint32_t a = thread->scanline.vColorA[x];
uint32_t r = thread->scanline.vColorR[x];
uint32_t g = thread->scanline.vColorG[x];
uint32_t b = thread->scanline.vColorB[x];
// [GEC] DynLightColor On Weapon
if (constants->uLightIndex == -1)
{
r += (uint32_t)(constants->uDynLightColor.X * 255.0f);
g += (uint32_t)(constants->uDynLightColor.Y * 255.0f);
b += (uint32_t)(constants->uDynLightColor.Z * 255.0f);
r = MIN<uint32_t>(r, 255);
g = MIN<uint32_t>(g, 255);
b = MIN<uint32_t>(b, 255);
}
lightarray[x] = MAKEARGB(a, r, g, b);
}
}
}
#ifdef NO_SSE
static void WriteVarying(float pos, float step, int x0, int x1, const float* w, float* varying)
{
for (int x = x0; x < x1; x++)
{
varying[x] = pos * w[x];
pos += step;
}
}
#else
static void WriteVarying(float pos, float step, int x0, int x1, const float* w, float* varying)
{
int ssecount = ((x1 - x0) & ~3);
int sseend = x0 + ssecount;
__m128 mstep = _mm_set1_ps(step * 4.0f);
__m128 mpos = _mm_setr_ps(pos, pos + step, pos + step + step, pos + step + step + step);
for (int x = x0; x < sseend; x += 4)
{
_mm_storeu_ps(varying + x, _mm_mul_ps(mpos, _mm_loadu_ps(w + x)));
mpos = _mm_add_ps(mpos, mstep);
}
pos += ssecount * step;
for (int x = sseend; x < x1; x++)
{
varying[x] = pos * w[x];
pos += step;
}
}
#endif
#ifdef NO_SSE
static void WriteVaryingWrap(float pos, float step, int x0, int x1, const float* w, uint16_t* varying)
{
for (int x = x0; x < x1; x++)
{
float value = pos * w[x];
value = value - std::floor(value);
varying[x] = static_cast<uint32_t>(static_cast<int32_t>(value * static_cast<float>(0x1000'0000)) << 4) >> 16;
pos += step;
}
}
#else
static void WriteVaryingWrap(float pos, float step, int x0, int x1, const float* w, uint16_t* varying)
{
int ssecount = ((x1 - x0) & ~3);
int sseend = x0 + ssecount;
__m128 mstep = _mm_set1_ps(step * 4.0f);
__m128 mpos = _mm_setr_ps(pos, pos + step, pos + step + step, pos + step + step + step);
for (int x = x0; x < sseend; x += 4)
{
__m128 value = _mm_mul_ps(mpos, _mm_loadu_ps(w + x));
__m128 f = value;
__m128 t = _mm_cvtepi32_ps(_mm_cvttps_epi32(f));
__m128 r = _mm_sub_ps(t, _mm_and_ps(_mm_cmplt_ps(f, t), _mm_set1_ps(1.0f)));
value = _mm_sub_ps(f, r);
__m128i ivalue = _mm_srli_epi32(_mm_slli_epi32(_mm_cvttps_epi32(_mm_mul_ps(value, _mm_set1_ps(static_cast<float>(0x1000'0000)))), 4), 17);
_mm_storel_epi64((__m128i*)(varying + x), _mm_slli_epi16(_mm_packs_epi32(ivalue, ivalue), 1));
mpos = _mm_add_ps(mpos, mstep);
}
pos += ssecount * step;
for (int x = sseend; x < x1; x++)
{
float value = pos * w[x];
__m128 f = _mm_set_ss(value);
__m128 t = _mm_cvtepi32_ps(_mm_cvttps_epi32(f));
__m128 r = _mm_sub_ss(t, _mm_and_ps(_mm_cmplt_ps(f, t), _mm_set_ss(1.0f)));
value = _mm_cvtss_f32(_mm_sub_ss(f, r));
varying[x] = static_cast<uint32_t>(static_cast<int32_t>(value * static_cast<float>(0x1000'0000)) << 4) >> 16;
pos += step;
}
}
#endif
static void WriteVaryingWarp1(float posU, float posV, float stepU, float stepV, int x0, int x1, PolyTriangleThreadData* thread)
{
float pi2 = 3.14159265358979323846f * 2.0f;
float timer = thread->mainVertexShader.Data.timer * 0.125f;
const float* w = thread->scanline.W;
uint16_t* scanlineU = thread->scanline.U;
uint16_t* scanlineV = thread->scanline.V;
for (int x = x0; x < x1; x++)
{
float u = posU * w[x];
float v = posV * w[x];
v += (float)g_sin(pi2 * (u + timer)) * 0.1f;
u += (float)g_sin(pi2 * (v + timer)) * 0.1f;
u = u - std::floor(u);
v = v - std::floor(v);
scanlineU[x] = static_cast<uint32_t>(static_cast<int32_t>(u * static_cast<float>(0x1000'0000)) << 4) >> 16;
scanlineV[x] = static_cast<uint32_t>(static_cast<int32_t>(v * static_cast<float>(0x1000'0000)) << 4) >> 16;
posU += stepU;
posV += stepV;
}
}
static void WriteVaryingWarp2(float posU, float posV, float stepU, float stepV, int x0, int x1, PolyTriangleThreadData* thread)
{
float pi2 = 3.14159265358979323846f * 2.0f;
float timer = thread->mainVertexShader.Data.timer;
const float* w = thread->scanline.W;
uint16_t* scanlineU = thread->scanline.U;
uint16_t* scanlineV = thread->scanline.V;
for (int x = x0; x < x1; x++)
{
float u = posU * w[x];
float v = posV * w[x];
v += (0.5f + (float)g_sin(pi2 * (v + timer * 0.61f + 900.f/8192.f)) + (float)g_sin(pi2 * (u * 2.0f + timer * 0.36f + 300.0f/8192.0f))) * 0.025f;
u += (0.5f + (float)g_sin(pi2 * (v + timer * 0.49f + 700.f/8192.f)) + (float)g_sin(pi2 * (u * 2.0f + timer * 0.49f + 1200.0f/8192.0f))) * 0.025f;
u = u - std::floor(u);
v = v - std::floor(v);
scanlineU[x] = static_cast<uint32_t>(static_cast<int32_t>(u * static_cast<float>(0x1000'0000)) << 4) >> 16;
scanlineV[x] = static_cast<uint32_t>(static_cast<int32_t>(v * static_cast<float>(0x1000'0000)) << 4) >> 16;
posU += stepU;
posV += stepV;
}
}
#ifdef NO_SSE
static void WriteVaryingColor(float pos, float step, int x0, int x1, const float* w, uint8_t* varying)
{
for (int x = x0; x < x1; x++)
{
varying[x] = clamp(static_cast<int>(pos * w[x] * 255.0f), 0, 255);
pos += step;
}
}
#else
static void WriteVaryingColor(float pos, float step, int x0, int x1, const float* w, uint8_t* varying)
{
int ssecount = ((x1 - x0) & ~3);
int sseend = x0 + ssecount;
__m128 mstep = _mm_set1_ps(step * 4.0f);
__m128 mpos = _mm_setr_ps(pos, pos + step, pos + step + step, pos + step + step + step);
for (int x = x0; x < sseend; x += 4)
{
__m128i value = _mm_cvttps_epi32(_mm_mul_ps(_mm_mul_ps(mpos, _mm_loadu_ps(w + x)), _mm_set1_ps(255.0f)));
value = _mm_packs_epi32(value, value);
value = _mm_packus_epi16(value, value);
*(uint32_t*)(varying + x) = _mm_cvtsi128_si32(value);
mpos = _mm_add_ps(mpos, mstep);
}
pos += ssecount * step;
for (int x = sseend; x < x1; x++)
{
varying[x] = clamp(static_cast<int>(pos * w[x] * 255.0f), 0, 255);
pos += step;
}
}
#endif
void WriteVaryings(int y, int x0, int x1, const TriDrawTriangleArgs* args, PolyTriangleThreadData* thread)
{
float startX = x0 + (0.5f - args->v1->x);
float startY = y + (0.5f - args->v1->y);
void (*useShader)(float posU, float posV, float stepU, float stepV, int x0, int x1, PolyTriangleThreadData* thread) = nullptr;
if (thread->EffectState == SHADER_Warp1)
useShader = &WriteVaryingWarp1;
else if (thread->EffectState == SHADER_Warp2)
useShader = &WriteVaryingWarp2;
if (useShader)
{
useShader(
args->v1->u * args->v1->w + args->gradientX.U * startX + args->gradientY.U * startY,
args->v1->v * args->v1->w + args->gradientX.V * startX + args->gradientY.V * startY,
args->gradientX.U,
args->gradientX.V,
x0, x1,
thread);
}
else
{
WriteVaryingWrap(args->v1->u * args->v1->w + args->gradientX.U * startX + args->gradientY.U * startY, args->gradientX.U, x0, x1, thread->scanline.W, thread->scanline.U);
WriteVaryingWrap(args->v1->v * args->v1->w + args->gradientX.V * startX + args->gradientY.V * startY, args->gradientX.V, x0, x1, thread->scanline.W, thread->scanline.V);
}
WriteVarying(args->v1->worldX * args->v1->w + args->gradientX.WorldX * startX + args->gradientY.WorldX * startY, args->gradientX.WorldX, x0, x1, thread->scanline.W, thread->scanline.WorldX);
WriteVarying(args->v1->worldY * args->v1->w + args->gradientX.WorldY * startX + args->gradientY.WorldY * startY, args->gradientX.WorldY, x0, x1, thread->scanline.W, thread->scanline.WorldY);
WriteVarying(args->v1->worldZ * args->v1->w + args->gradientX.WorldZ * startX + args->gradientY.WorldZ * startY, args->gradientX.WorldZ, x0, x1, thread->scanline.W, thread->scanline.WorldZ);
WriteVarying(args->v1->gradientdistZ * args->v1->w + args->gradientX.GradientdistZ * startX + args->gradientY.GradientdistZ * startY, args->gradientX.GradientdistZ, x0, x1, thread->scanline.W, thread->scanline.GradientdistZ);
WriteVaryingColor(args->v1->a * args->v1->w + args->gradientX.A * startX + args->gradientY.A * startY, args->gradientX.A, x0, x1, thread->scanline.W, thread->scanline.vColorA);
WriteVaryingColor(args->v1->r * args->v1->w + args->gradientX.R * startX + args->gradientY.R * startY, args->gradientX.R, x0, x1, thread->scanline.W, thread->scanline.vColorR);
WriteVaryingColor(args->v1->g * args->v1->w + args->gradientX.G * startX + args->gradientY.G * startY, args->gradientX.G, x0, x1, thread->scanline.W, thread->scanline.vColorG);
WriteVaryingColor(args->v1->b * args->v1->w + args->gradientX.B * startX + args->gradientY.B * startY, args->gradientX.B, x0, x1, thread->scanline.W, thread->scanline.vColorB);
if (thread->PushConstants->uFogEnabled != -3 && thread->PushConstants->uTextureMode != TM_FOGLAYER)
WriteLightArray(y, x0, x1, args, thread);
if (thread->numPolyLights > 0)
WriteDynLightArray(x0, x1, thread);
}